Hey Kadajah!
I decided to go through more of the plugin's current features, to help with more valuable feedback for you. :)
First, the Stars System should basically be a single big custom Multi-Stat that uses the star count the way it currently already does.
This would make it much easier to customize, allowing for each s-param/x-param/positive/negative/flat/percent value rates to be customized inside the Stars System. While still retaining all of its current configuration capabilities.
Added benefit of this: Stars System can then be optionally configured as a corruption system that can be either fully detrimental, or have benefit tradeoffs for the player.
Giving more gameplay design possibilities, since stars are accrued and assigned in manner different from distribution points.
And, since we can start the player with half "corruption" as baseline, and removing corruption would make player more powerful/different balance than baseline.
Thus, This opens up another option to be used as a more dynamic "morality changes stats" type system.
Next, Plugin settings for the Titles system need to include s-params/x-params/positive/negative/flat/percent/multi-params as well, so Title system can make proper multi-stat titles.
It would also be good to be able to declare how many titles can be equipped at once.
A simple check mark showing on currently equipped titles in the drop list in the distribute points menu could be a clean way of denoting which multiple titles are currently equipped (locking out other options until under declared max title equip amount again). Though, maybe you have a better idea to present multiple equipped titles.
Next, Growth Curve Override needs an option to be based on that "plus stat button" counting variable I mentioned in the other post (the button count variable doesn't have to be the currently set displayed stat, but at least stored and used).
Currently, (based on actor level curves) if you save up and don't spend distribution points until the growth curve actor level threshold is reached, then all of those points are suddenly worth a ton more, this design discourages players from spending any points until maximum threshold is reached late game causing balance and pacing issues that are not desirable.
Using that "plus button count" variable value, this can keep the each range of points worth a set amount, first 10 points add 10 hp per point, next 10 points add 20 hp per point, etc. without this exposed loophole.
It would also make sense to move the growth curve settings inside each stat's settings, as this would have the added the benefit of allowing growth curves to be properly applied to multi-stats (scaling growth of each stat assigned within the multi stat settings so each can be scaled independently within the Multi-Stat set).
This "plus button count" variable value should also be used to create a Cost Curve system, allowing a stat to cost more than 1 point/per stat point as more points are added.
i.e. first 10 points costs 1 point per 1 stat, next 10 points costs 2 points per 1 stat, next 10 cost 3 points per 1 stat, etc.
It would also be a lot cleaner to have this cost curve inside each stat's setting as a cost override list (much like the Multi-Stat list) to declare the "plus button count" variable (Min to Max) value ranges for each level of declared point cost.
Also very important on the note of point costs: There needs to be a show/hide toggle in the plugin settings to enable showing the costs of buying each stat point in the distribute points menu since, even without an active cost override curve, the current plugin can already be set to different point costs per stat.
The big issue being, that it is not currently possible to communicate to the player these point cost differences in the menu, which is very important information for the player to have.
I am really excited to see this plugin evolve even further, you are making some truly awesome stuff here! :D